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Rethinking weapon attacks
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<blockquote data-quote="Ainamacar" data-source="post: 6042674" data-attributes="member: 70709"><p>Thanks for trying to break it down. I am overfond of the wall-of-text when considering sweeping mechanical changes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think your summary is 90% accurate. The full equivalence between damage dice and ED is certainly true. The part where I'm not sure if your summary and my idea correspond is where you say that "but you only apply static bonuses once." What you mean by "static bonus" is unclear to me, because in my conception if there are 5 damage dice involved in some attack then the "static bonus" to damage may very well apply 5 times, exactly once per die. (Dice could be spent on something else instead, of course, like activating a totally different maneuver.)</p><p></p><p>Example:</p><p>A character has a longsword (1d8) and an additional 1d6 ED from a class. His strength is 14 (+2 ability mod). For the sake of argument suppose this character has 4 maneuvers:</p><p>1. A basic attack, which requires 1 or more ED that are specified before making the attack. For this character the minimum damage of each die used in a basic attack is raised by +2. That is, a roll of 1, 2, or 3 results in 3 damage, and any higher roll uses the face value. The ability mod has no other effect on the damage of a basic attack.</p><p>2. A push maneuver that can be activated after a successful attack to move a creature by 1 square per ED spent.</p><p>3. A trip maneuver that costs 1 ED and trips on a successful hit, and may be used separately or simply added to another maneuver. This ED must be paid up front, and the trip by itself does no damage.</p><p>4. Deadly strike, where damage dice can be added after making a successful attack. These damage dice are not modified by ability mod.</p><p></p><p>The character could</p><p></p><ol> <li data-xf-list-type="ol">Make a single basic attack using both ED for damage, both of which gain the ability mod bonus.</li> <li data-xf-list-type="ol">Make a basic attack with a single ED. If successful the character may choose to push the target 1 square, add 1 die of damage, or save the remaining ED. If ED remain the target has the option of making a trip attack (for no damage) or a second basic attack this round.</li> <li data-xf-list-type="ol">Make a trip attack spending exactly 1 ED. If successful the character may choose to also push the target 1 square, add 1 die of damage, or save the remaining ED. If ED remain, the target has the option of making a second trip attack or a basic attack this same round.</li> <li data-xf-list-type="ol">Make a combination basic + trip maneuver as a single attack. If successful the target is knocked down and takes 1 die of damage (the ability mod bonus applies).</li> </ol><p>The key thing here is that the number of attacks is variable and the ED are simply apportioned as desired, and because bonuses or special effects are applied based on how the ED are spent (and not on the number of attacks) we sidestep most of the problems associated with iterative attacks. This example also applies to any character with two ED and those same 4 maneuvers, regardless of how those ED were gained. A character with no class ED but who dual wields or uses a double weapon would function essentially the same way. </p><p></p><p></p><p></p><p>I think this also allows for a more fluid battlefield from the start of the game, and hopefully diminishes both the wait for and weight on certain maneuvers to provide basic tactical options. For example, both spring attack and whirlwind attack, in their basic forms, are practically built into this system. Compared to the number of 3e feats or 4e powers that went into enabling those basic tactical styles, that strikes me as a significant benefit.</p><p></p><p></p><p>Another long post, but hopefully this one is a bit clearer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Ainamacar, post: 6042674, member: 70709"] Thanks for trying to break it down. I am overfond of the wall-of-text when considering sweeping mechanical changes. :) I think your summary is 90% accurate. The full equivalence between damage dice and ED is certainly true. The part where I'm not sure if your summary and my idea correspond is where you say that "but you only apply static bonuses once." What you mean by "static bonus" is unclear to me, because in my conception if there are 5 damage dice involved in some attack then the "static bonus" to damage may very well apply 5 times, exactly once per die. (Dice could be spent on something else instead, of course, like activating a totally different maneuver.) Example: A character has a longsword (1d8) and an additional 1d6 ED from a class. His strength is 14 (+2 ability mod). For the sake of argument suppose this character has 4 maneuvers: 1. A basic attack, which requires 1 or more ED that are specified before making the attack. For this character the minimum damage of each die used in a basic attack is raised by +2. That is, a roll of 1, 2, or 3 results in 3 damage, and any higher roll uses the face value. The ability mod has no other effect on the damage of a basic attack. 2. A push maneuver that can be activated after a successful attack to move a creature by 1 square per ED spent. 3. A trip maneuver that costs 1 ED and trips on a successful hit, and may be used separately or simply added to another maneuver. This ED must be paid up front, and the trip by itself does no damage. 4. Deadly strike, where damage dice can be added after making a successful attack. These damage dice are not modified by ability mod. The character could [LIST=1] [*]Make a single basic attack using both ED for damage, both of which gain the ability mod bonus. [*]Make a basic attack with a single ED. If successful the character may choose to push the target 1 square, add 1 die of damage, or save the remaining ED. If ED remain the target has the option of making a trip attack (for no damage) or a second basic attack this round. [*]Make a trip attack spending exactly 1 ED. If successful the character may choose to also push the target 1 square, add 1 die of damage, or save the remaining ED. If ED remain, the target has the option of making a second trip attack or a basic attack this same round. [*]Make a combination basic + trip maneuver as a single attack. If successful the target is knocked down and takes 1 die of damage (the ability mod bonus applies). [/LIST] The key thing here is that the number of attacks is variable and the ED are simply apportioned as desired, and because bonuses or special effects are applied based on how the ED are spent (and not on the number of attacks) we sidestep most of the problems associated with iterative attacks. This example also applies to any character with two ED and those same 4 maneuvers, regardless of how those ED were gained. A character with no class ED but who dual wields or uses a double weapon would function essentially the same way. I think this also allows for a more fluid battlefield from the start of the game, and hopefully diminishes both the wait for and weight on certain maneuvers to provide basic tactical options. For example, both spring attack and whirlwind attack, in their basic forms, are practically built into this system. Compared to the number of 3e feats or 4e powers that went into enabling those basic tactical styles, that strikes me as a significant benefit. Another long post, but hopefully this one is a bit clearer. :) [/QUOTE]
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